Moral Panics and Video Games
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Media Violence Do Children Have Too Much Access to Violent Content?
Published by CQ Press, an Imprint of SAGE Publications, Inc. www.cqresearcher.com media violence Do children have too much access to violent content? ecent accounts of mass school shootings and other violence have intensified the debate about whether pervasive violence in movies, television and video R games negatively influences young people’s behavior. Over the past century, the question has led the entertain ment media to voluntarily create viewing guidelines and launch public awareness campaigns to help parents and other consumers make appropriate choices. But lawmakers’ attempts to restrict or ban con - tent have been unsuccessful because courts repeatedly have upheld The ultraviolent video game “Grand Theft Auto V” the industry’s right to free speech. In the wake of a 2011 Supreme grossed more than $1 billion in its first three days on the market. Young players know it’s fantasy, Court ruling that said a direct causal link between media violence some experts say, but others warn the game can negatively influence youths’ behavior. — particularly video games — and real violence has not been proved, the Obama administration has called for more research into the question. media and video game executives say the cause of mas shootings is multifaceted and c annot be blamed on the enter - I tainment industry, but many researchers and lawmakers say the THIS REPORT N industry should shoulder some responsibility. THE ISSUES ....................147 S BACKGROUND ................153 I CHRONOLOGY ................155 D CURRENT SITUATION ........158 E CQ Researcher • Feb. 14, 2014 • www.cqresearcher.com AT ISSUE ........................161 Volume 24, Number 7 • Pages 145-168 OUTLOOK ......................162 RECIPIENT Of SOCIETY Of PROfESSIONAL JOURNALISTS AwARD fOR BIBLIOGRAPHY ................166 EXCELLENCE N AmERICAN BAR ASSOCIATION SILvER GAvEL AwARD THE NEXT STEP ..............167 mEDIA vIOLENCE Feb. -
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Editor: Henry Reichman, California State University, East Bay Founding Editor: Judith F. Krug (1940–2009) Publisher: Barbara Jones Office for Intellectual Freedom, American Library Association ISSN 1945-4546 March 2013 Vol. LXII No. 2 www.ala.org/nif Filtering continues to be an important issue for most schools around the country. That was the message of the American Association of School Librarians (AASL), a division of the American Library Association, national longitudinal survey, School Libraries Count!, conducted between January 24 and March 4, 2012. The annual sur- vey collected data on filtering based on responses to fourteen questions ranging from whether or not their schools use filters, to the specific types of social media blocked at their schools. AASL survey The survey data suggests that many schools are going beyond the requirements set forth by the Federal Communications Commission (FCC) in its Child Internet Protection explores Act (CIPA). When asked whether their schools or districts filter online content, 98% of the respon- dents said content is filtered. Specific types of filtering were also listed in the survey, filtering encouraging respondents to check any filtering that applied at their schools. There were in schools 4,299 responses with the following results: • 94% (4,041) Use filtering software • 87% (3,740) Have an acceptable use policy (AUP) • 73% (3,138) Supervise the students while accessing the Internet • 27% (1,174) Limit access to the Internet • 8% (343) Allow student access to the Internet on a case-by-case basis The data indicates that the majority of respondents do use filtering software, but also work through an AUP with students, or supervise student use of online content individually. -
Logitech Ja Need Teised: Testis Neli Head Hiirt Kuidas Tuleks Mõõta Suures Testis Mobiilineti Kiirust? Starcraft 2! Starcraft 2! 13 Sülearvutit Starcraft 2!
Air Live’i Kogu tõde Sony Prestigio Eesti kõige popim must karp kaamerast NEX-5 e-luger: nutitelefon Wildfire teeb 3G-st kas astub lihtsasti Kindle’ile kiire WiFi kandadele? Nr 65, september 2010 Hind 42.90 kr; 2.74 ¤ Logitech ja need teised: testis neli head hiirt Kuidas tuleks mõõta Suures testis mobiilineti kiirust? Starcraft 2! Starcraft 2! 13 sülearvutit Starcraft 2! Testime ja kiidame Panasonicu uut fotokaamerat ISSN: 9771736269016 Kuidas Facebookis privaatseks jääda? september 2010 toimetaja veerg Õudus kuubis 42testime 13 süle- arvutit, mis so- bivad koju ja on hinna poolest sõbralikud Henrik roonemaa peatoimetaja Augustis testisime jälle arvuteid, sellesa- ma numbri jaoks. See on igal aastal parajalt närvesööv ülesanne, sest pärast seda tuleb minna kosutavale spaapuhkusele, et vere- rõhk jälle normi saada. Me nimelt ei suuda kuidagi aru saada, miks arvutitootjad oma kliente nõnda kiu- savad. Igal aastal tulevad nad välja mõne uue geniaalse leiutisega, mis peaks klienti- värske kraam 29 LG GD880 de elu mugavamaks tegema, aga tegelikku- Väga ilus, aga loll ses panevad nii meid kui ka kasutajaid liht- 7 Uudised salt juukseid kitkuma. Canonil on uus kaamera 30 Panasonic G2 No kelle elu teeb mugavamaks see, kui Tugev kümnevõistleja uut arvutit avades on sinna eelinstallitud 12 Tulevik mitukümmend mõttetut programmi, mis Tulevikul on uus autor 32 Prestigio (DMI) EB605WT kõik tahavad sulle hüpikakende või teate- Vaese mehe Kindle mullikestega midagi öelda? Miks on su esi- 14 Top mene kogemus uuest arvutist aknateate- ja iPhone’il on uued mängud 33 Sony Ericsson Xperia ikoonimeri, millest peab hakkama läbi kah- X10 mini Pro lama? Miks pannakse klaviatuurile kõige 16 Minevik X10 mini nüüd seest veel suurem kui väljast ebavajalikumatesse kohtadesse „kasulik- 1987. -
08-1448 Brown V. Entertainment Merchants Assn. (06/27/2011)
(Slip Opinion) OCTOBER TERM, 2010 1 Syllabus NOTE: Where it is feasible, a syllabus (headnote) will be released, as is being done in connection with this case, at the time the opinion is issued. The syllabus constitutes no part of the opinion of the Court but has been prepared by the Reporter of Decisions for the convenience of the reader. See United States v. Detroit Timber & Lumber Co., 200 U. S. 321, 337. SUPREME COURT OF THE UNITED STATES Syllabus BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL. CERTIORARI TO THE UNITED STATES COURT OF APPEALS FOR THE NINTH CIRCUIT No. 08–1448. Argued November 2, 2010—Decided June 27, 2011 Respondents, representing the video-game and software industries, filed a preenforcement challenge to a California law that restricts the sale or rental of violent video games to minors. The Federal District Court concluded that the Act violated the First Amendment and permanently enjoined its enforcement. The Ninth Circuit affirmed. Held: The Act does not comport with the First Amendment. Pp. 2–18. (a) Video games qualify for First Amendment protection. Like pro- tected books, plays, and movies, they communicate ideas through fa- miliar literary devices and features distinctive to the medium. And “the basic principles of freedom of speech . do not vary” with a new and different communication medium. Joseph Burstyn, Inc. v. Wil- son, 343 U. S. 495, 503. The most basic principle—that government lacks the power to restrict expression because of its message, ideas, subject matter, or content, Ashcroft v. American Civil Liberties Un- ion, 535 U. -
Virtual Pacifism 1
Virtual Pacifism 1 SCREEN PEACE: HOW VIRTUAL PACIFISM AND VIRTUAL NONVIOLENCE CAN IMPACT PEACE EDUCATION A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS OF TELECOMMUNICATIONS BY JULIA E. LARGENT DR. ASHLEY DONNELLY – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2013 Virtual Pacifism 2 Table of Contents Title Page 1 Table of Contents 2 Acknowledgement 3 Abstract 4 Foreword 5 Chapter One: Introduction and Justification 8 Chapter Two: Literature Review 24 Chapter Three: Approach and Gathering of Research 37 Chapter Four: Discussion 45 Chapter Five: Limitations and a Call for Further Research 57 References 61 Appendix A: Video Games and Violence Throughout History 68 Appendix B: Daniel Mullin’s YouTube Videos 74 Appendix C: Juvenile Delinquency between 1965 and 1996 75 Virtual Pacifism 3 Acknowledgement I would like to thank my committee members, Dr. Ashley Donnelly, Professor Nancy Carlson, and Dr. Paul Gestwicki, for countless hours of revision and guidance. I also would like to thank my friends and family who probably grew tired of hearing about video games and pacifism. Lastly, I would like to thank those nonviolent players who inspired this thesis. Without these individuals playing and posting information online, this thesis would not have been possible. Virtual Pacifism 4 Abstract Thesis: Screen Peace: How Virtual Pacifism and Virtual Nonviolence Can Impact Peace Education Student: Julia E. Largent Degree: Master of Arts College: Communication, Information, and Media Date: July 2013 Pages: 76 The following thesis discusses how virtual pacifism can be utilized as a form of activism and discussed within peace education with individuals of all ages in a society saturated with violent media. -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
Commander Keen: Invasion of the Vorticons - GDD V1.0
May 28, 2010 Commander Keen: Invasion of the Vorticons - GDD v1.0 COMMANDER KEEN INVASION OF THE VORTICONS EPISODE 1 GAME DESIGN DOCUMENT LEO PAINE, BA GAGD 3RD YEAR SINGLE PROJECT FOR GAMES SUBMITTED MAY 28TH 2010 Leo Paine Single Project May 28, 2010 Commander Keen: Invasion of the Vorticons - GDD v1.0 CONTENTS i. INTRODUCTION: THE HISTORY OF COMMANDER KEEN 1. HIGH LEVEL OVERVIEW 1.1 FOCUS 1.2 THE X 1.3 MARKETING SHORT 1.4 LEAD SKU 1.5 AGE CLASSIFICATION 1.6 GENRE 1.7 TARGET MARKETS 1.8 UNIQUE SELLING PROPOSITIONS (USP) 1.9 GAME PILLARS 1.10 GAMEPLAY ACTIVITY BREAKDOWN 1.11 ADDITIONAL RULES FOR DEVELOPMENT 2. HIGH LEVEL GOALS 2.1 OVERALL AIM 2.2 GAME PROGRESSION 2.3 GAME COMPLETION 3. METRICS 3.1 AREAS 3.2 CHARACTERS 3.3 ENEMIES 3.4 EQUIPMENT 3.5 PICKUPS Leo Paine Single Project May 28, 2010 Commander Keen: Invasion of the Vorticons - GDD v1.0 4. PLAYER EQUIPMENT 4.1 BASIC EQUIPMENT 4.2 ADVANCED EQUIPMENT 5. EQUIPMENT IN DETAIL 5.1 INTERGALACTIC CRANIAL HEAD-GLOVE 5.2 KEEN TEC WATCH ‘n’ GAME 5.3 POGO STICK 5.4 RAYGUN 5.6 KEYCARDS 5.7 SGA DICTIONARY 5.8 MISSING SHIP PARTS 5.9 PICKUPS 6. CONTROLS 6.1 PS3 6.2 PC 6.3 XBOX-360 7. GAME MAP & UNLOCK STRUCTURE 8. ACHIEVEMENTS 9. ENEMY A.I. 9.1 YORP 9.2 GARG 9.3 VORTICON ROBOT 9.4 VORTICON 9.5 BUTTLER ROBOT 9.6 CLAPPERS Leo Paine Single Project May 28, 2010 Commander Keen: Invasion of the Vorticons - GDD v1.0 10. -
American Psychiatric Association 1999 Annualmeeting
1999 SCIENTIFIC PROGRAM COMMITTEE Seated (left to right): Drs. Ordonca. Levin, Ruiz, Butterfield. Balon, Shaffi. 1st Row Standing (left to right): Drs. Belfer. Pena. Vergare, Pi. Spitz. Mega. McDowell. Goldfinger, Val, Lu, Tamminga. 2nd Row Standing (left to right): Drs. Ratner. Hamilton. Weissman. Ramox, Cutler. Dudley. Millman. Book. May 15,1999 Dear Colleagues and Guests: Welcome to the 152nd Annual Meeting of the American Psychiatric Association. This is the occasion when organized psychiatry displays its might in one of the largest educational, social and political medical gatherings in the world. The theme for 1999 is easy to remember, "The Clinician" I chose this theme because it represents the professional lives of most psychiatrists. I want to pay tribute to the attitudes, the skills and the knowledge of those who see patients day in and day out Research has given precision to our diagnoses and effectiveness to our treatments We are winning the war against anxiety and mood disorders, the psychoses, chemical dependence and the disorders resulting from structural damage to the brain. Psychotherapy and psychotropics are increasingly better targeted. We are going to dialogue about new initiatives in mental health financing. Radical reform is possible with the use of tax exemptions-vouchers, defined contributions (as opposed to the fine benefits), and consolidation of programs to enhance individual control. Our presentations here are going to show that the business community can join us in the protection of the working community. Employees are not costs but assets, the human capital is the best source of profits, and the employers should work better with physicians and not with insurance companies. -
Game Development in Unity
Jason Dansie Game Development in Unity Game Production, Game Mechanics and the Effects of Gaming Helsinki Metropolia University of Applied Sciences Bachelor of Engineering Information Technology Thesis 01 August 2013 Abstract Author(s) Jason Dansie Title Game development in Unity Number of Pages 34 pages Date 1 August 2013 Degree Bachelor of Engineering Degree Programme Information Technology Specialization option Programming Instructor(s) Markku Karhu, Head of Degree Programme The goal of this thesis is to examine how video games are designed and to see how differ- ent game mechanics work and how to use them in the development of a game, as well as examine what are both the positive and negative effects games have on adults and chil- dren. This thesis looks at how games in general are developed in Unity, a 3D game engine which has become not only popular but a standard in the gaming industry. The thesis de- scribes how the interface in Unity is used to quickly generate game environments, how scripts are used for logic, game interaction and other game mechanics. It demonstrates how a few of these games were made in Unity and also deployed to several different de- vices and operating systems with several specific games target for children ages four to eight years of age. Further the thesis shows how deployment to several mobile devices helped to allow users of all ages and backgrounds to be able to test the games. Giving the programming group insight and ideas for improvements to the games being produced. Finally it also takes a look at game addiction, violence in games and the positive effects of games. -
PDF – Volume 6, Issue 3, July 2013
Volume 6, Issue 3 July 2013 ISSN: 2151-0806 Vol. 6, Issue 3 July, 2013 Editor: Dr. David Gabbard, Boise State University Table of Contents ARTICLES Why Security Needs Liberty Amien Kacou….………………………………………………………………………………… 3 Drone Warfare: A Worldwide Terrorist Threat Timothy Rodriguez………………………………………………………... …………………... 12 Democratization and Armed Conflict in Africa: Critical Perspectives Abosede Omowumi Babatunde …...……..…………………………………………………….. 20 Revelation on Johan Galtung’s Approach to Peace: Implications for the African Peace Oluwaseun Bamidele …...……………..……………………………………………………….. 37 Feminist Peacebuilding: Merging Theory and Practice in Pisco, Peru Anna Erwin ………………………………………………………………………………...…... 46 Power, Peace and the Political: Arendt’s Alternative to Perpetual Peace Anya Topolski ……………………………………………………………………………...….. 57 What Does a Reciprocal Peace Process Look Like? Katerina Standish ……………………………...…………………………………………...…... 69 Towards Peaceful Adaptation? Reflections on the Purpose, Scope, and Practice of Peace Studies in the 21st Century Rhys Kelly & Ute Kelly ……..………………...…………………………………………...…... 85 Playing to Kill: Video Games and Violence Urko Del Campo Arnaudas ……..…………...………………………………………….…...... 107 Peace Studies Journal, Vol. 6, Issue 3, July 2013 Page 1 ISSN: 2151-0806 Socio-Economic Status as a Predictor of Perceptions, Behaviors, and Administrative Responses Related to Bullying Marvin J. Berlowitz and Kelli Jette…………………..…………………………………..…… 120 Interview with Michael Wayne Ustaszewski Melissa Sheridan Embser-Herbert …………………..…………………………………..……. -
Violence and Video Games
LESSON PLAN Level: Grades 7-9 About the Author: MediaSmarts Violence and Video Games Overview In this lesson, students explore the issues surrounding violent video games. The lesson begins with a review of the Entertainment Software Rating Board’s rating codes for video and computer games, and a class discussion about the appropriateness of these ratings for children and teens. Using the article “Killer Games” as a starting point, students discuss the elements that contribute to video game violence; at what age young people should be in order to play violent games; and the possible effects of violent video games on young people. As a summative activity, students write a persuasive essay (or have a class debate) refuting or affirming the idea that violent video games promote violence among youth. Learning Outcomes Students demonstrate: an understanding of the debate surrounding the influence of violent video games on young people an awareness of the different types of violence found in some video games a knowledge of the classification systems that govern video and computer games an understanding of their own attitudes towards violent video games Preparation and Materials Photocopy the following student handouts: Killer Games Video and Computer Games Rating Systems Video Games and TV Teach Kids to Kill Procedure In Canada, most video game manufacturers have adopted the Entertainment Software Rating Board (ESRB) system. This rating system categorizes games according to levels of nudity, sex, violence and offensive language. It’s important to note that although most games are rated, nothing legally prevents a young person under the age of 17 from legally purchasing an adult or mature game – many retailers routinely rent and sell adult-rated games to minors. -
The Return of Doom
100 | Angela Ndalianis ‘HAIL TO THE KING!’ – THE RETURN OF DOOM It was back in 1993 that the horror was unleashed in the form of the doom: evil unleashed. Developed by the Texas-based company id Software, this com- puter game was to introduce radical innovations not only to the First-Person Shooter (fps) genre, but also to the soft and hardware technology that drove gaming. In 1994, the sequel doom 2: hell on earth was to push the envelope further still. Drawing upon the science fiction and horror conventions of cine- matic examples like alien (Ridley Scott, 1979), aliens (James Cameron, 1986) and evil dead ii (Sam Raimi, 1987), both doom games upped the ante in game culture by transferring experiences familiar to the horror and science fiction film spectator over to the gamer. Discussing doom’s influences, Jay Wilbur, the then chief executive officer of id stated that id ‘wanted to make an alien-like game that captured the fast-paced action, brutality and fear of those movies’, while also amplifying the action and horror with evil dead ii, whose ‘chain- saws and shotguns are an unbeatable combination!’.1 It would not be an under- statement to say that these two games are up there with the most popular and influential games in game history. Significantly, one of the concerns of the games’ creators – John Carmack and John Romero – was to transfer the dread, suspense and terror that was familiar to film audiences into the game environ- ment. Fast forward to 2004: a new breed of game horror is born again in the form of the pc-game doom 3 (to be released in December 2004 on x-Box).